_A paladin can detect the presence of evil intent up to 60 feet away _

by concentrating on locating evil in a particular direction. He can do this as often as desired, but

each attempt takes one round. This ability detects evil monsters and characters.

A paladin receives a +2 bonus to all saving throws

A paladin is immune to all forms of disease.

(Note that certain magical afflictions —lycanthropy and mummy rot —are curses and not

diseases.)

A paladin can heal by laying on hands.

The paladin restores 2 hit points per experience level. He can heal himself or someone else, but

only once per day.

A paladin can cure diseases of all sorts

(though not cursed afflictions such as lycanthropy). This can be done only once per week for each

five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through

10, etc.).

A paladin is surrounded by an aura of protection

with a 10­foot radius. Within this radius, all summoned and specifically evil creatures suffer a ­1

penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can

spot its source easily, even if the paladin is disguised.

A paladin using a holy sword projects a circle of power

10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a

level up to the paladin’s experience level. (A holy sword is a very special weapon; if your paladin

acquires one, the DM will explain its other powers.) See Sword, Holy avenger

A paladin gains the power to turn

undead and fiends when he reaches 3rd level. He affects these monsters the same as does a

cleric two levels lower—for example, at 3rd level he has the turning power of a 1st­level cleric.

See the section on priests for more details on this ability.

A paladin may call for his war horse

upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be

whatever sort of creature is appropriate to the character (as decided by the DM). A paladin’s war

horse is a very special animal, bonded by fate to the warrior. The paladin does not really “call” the

animal, nor does the horse instantly appear in front of him. Rather, the character must find his war

horse in some memorable way, most frequently by a specific quest.

A paladin can cast priest spells once he reaches 9th level.

He can cast only spells of the combat, divination, healing, and protective spheres. (Spheres are

explained in the Priest section.) The acquisition and casting of these spells abide by the rules

given for priests.

The spell progression and casting level are listed in "Table

17":http://purpleworm.org/rules/PHB/DD01465.htm . Unlike a priest, the paladin does not gain

extra spells for a high Wisdom score. The paladin cannot cast spells from clerical or druidical

scrolls nor can he use priest items unless they are allowed to the warrior group.

A paladin may not possess more than 10 magical items.

Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts

are not counted), and four other magical items.

A paladin never retains wealth.

He may keep only enough treasure to support himself in a modest manner, pay his henchmen,

men­at­arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep

(funds can be set aside for this purpose). All excess must be donated to the church or another

worthy cause. This money can never be given to another player character or NPC controlled by a

player.

A paladin must tithe

to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of

the paladin’s income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be

paid immediately.

A paladin does not attract a body of followers

upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists,

although these men must be lawful good in comportment.

A paladin may employ only lawful good henchmen

(or those who act in such a manner when alignment is unknown). A paladin will cooperate with

characters of other alignments only as long as they behave themselves. He will try to show them

the proper way to live through both word and deed. The paladin realizes that most people simply

cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and

are sincerely trying to reform. He will not abide the company of those who commit evil or

unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.

Bio:

One day on his travels a brave paladin Maladaar found a child in a basket abandoned in the forest where monsters and creatures of many dangers wandered aimlessly very frequently. He decided to save this child and make him his apprentice and one day even a successor to inherit all his posesions including a tittle and a name. They wandered the world together, and old paladin taught the apprentice all he knew. Trained in combat as much as in religion the boy grew to be a true paladin who radiated light in even the darkest corners and hearts and brought hope to those who were in need. As the time of the old paladin came the now no longer apprentice but a paladin to be known as the Grand Crusader Maladaar the Vanquisher knew what his purpose was. He decided to follow his path of light and to free the world of darkness and chaos, to vanquish the great evils hiding even in the farthest corners of planar realms and so he set on his final crusade.

favorite colour: white
favorite food: as a humble paladin he can be grateful for anything edible and digestable
best memory:becoming a paladin(ceremonial where he got the name of the previous paladin) since it made him only then fully capable of serving the justice and light and with a name of the previous paladin keeping his memory alive by making good and righteous deeds
worst memory:When the paladin under whom he was in training died in his arms
(hardened him)
thoughts on companions: He sees cleric as a comrade in battle and thinks of her only as such, mage is an unknown entity for Maladaar but considers mage friendly, a bit goofy and senile but also wise and will trust his knowledge unless it is a decision between good or bad
Maladaar was a squire from early age to an astounding paladin that took him underneath his wings from the temple where he was raised by the monks ever since they found him by the gate of their temple without any word or a note. He is experienced combatant and crusader as his titles suggest. He was given light when he was showed the way of a paladins, justice and light and wants to help find the way such as his to others and also to abolish any vile creations and evils that might try to prevent him in his pursue and quest